public void GenerateDialogue(Resources_Root leftCharacter, Resources_Root rightCharacter, Building_Script building, Resources_Officer nearbyOfficer = null)
    {
        // TODO: Set Up Shop Items
        shopItems.Add(new ShopItem("item1", 50));
        shopItems.Add(new ShopItem("item2", 150));
        shopItems.Add(new ShopItem("item3", 250));

        SetMaterials();
        characterLeft  = leftCharacter;
        characterRight = rightCharacter;
        presentOfficer = nearbyOfficer;
        this.building  = building;
        UpdateProfileImages();
        if (characterRight is Resources_Player)
        {
            if (characterLeft is Resources_Shopkeeper)
            {
                DetermineShopOptions((Resources_Player)characterRight, (Resources_Shopkeeper)characterLeft);
            }
        }
        else if (characterLeft is Resources_Player)
        {
            if (characterRight is Resources_Shopkeeper)
            {
                DetermineShopOptions((Resources_Player)characterLeft, (Resources_Shopkeeper)characterRight);
            }
        }
        else
        {
            //TODO: non-player dialogue
        }
    }
    public void GenerateDialogue(Resources_Root leftCharacter, Resources_Root rightCharacter, Building_Script building, Resources_Officer nearbyOfficer = null)
    {
        // TODO: Set Up Shop Items
        shopItems.Add (new ShopItem("item1", 50));
        shopItems.Add (new ShopItem("item2", 150));
        shopItems.Add (new ShopItem("item3", 250));

        SetMaterials();
        characterLeft = leftCharacter;
        characterRight = rightCharacter;
        presentOfficer = nearbyOfficer;
        this.building = building;
        UpdateProfileImages();
        if (characterRight is Resources_Player)
        { if(characterLeft is Resources_Shopkeeper)
            { DetermineShopOptions((Resources_Player)characterRight, (Resources_Shopkeeper)characterLeft); }
        } else if (characterLeft is Resources_Player) {
            if(characterRight is Resources_Shopkeeper)
            { DetermineShopOptions((Resources_Player)characterLeft, (Resources_Shopkeeper)characterRight); }
        }
        else
        {
            //TODO: non-player dialogue
        }
    }
Ejemplo n.º 3
0
    private void Start()
    {
        InvokeRepeating("CheckForTimeOfDay", 0.25f, 0.15f);
        SavingKeysContainer.OnSaveGame += HandleOnSaveGame;
        SavingKeysContainer.OnLoadGame += HandleOnLoadGame;

        activitiesList = GetComponent <NightActivities> ().nightActivitiesList;

        for (int i = 0; i < Building_Script.buildingIDs.Count; i++)
        {
            Building_Script buildRef = Building_Script.GetBuilding(Building_Script.buildingIDs[i]);
            buildRef.firstVisitToday = true;
        }
    }
Ejemplo n.º 4
0
 static protected void SetReferencesBetweenResourcesAndDesignBuildings(List <string> existing)
 {
     for (int i = 0; i < existing.Count; i++)
     {
         string exist = existing[i];
         for (int j = 0; j < Building_Script.buildingIDs.Count; j++)
         {
             string script = Building_Script.buildingIDs[j];
             if (exist == script)
             {
                 Manager_Resources.GetBuildingByID(exist).building = Building_Script.GetBuilding(script);
                 Building_Script.GetBuilding(script).resources     = Manager_Resources.GetBuildingByID(exist);
             }
         }
     }
 }
Ejemplo n.º 5
0
    static protected List <string> GenerateShopkeeperResources(List <string> occupiedBuildingResources, string scenarioID, JSONObject json)
    {
        for (int i = 0; i < json.Count; i++)
        {
            JSONObject shopkeeper = json[i];

            Resources_Shopkeeper newShopkeeper = new Resources_Shopkeeper(
                //id, name, image, gender, home, money, income, expenses,
                //strength, respect, fear, greed, integrity, stubbornness, personality, inventory
                shopkeeper.GetField("id").str,
                shopkeeper.GetField("name").str,
                shopkeeper.GetField("image").str,
                Enums.GenderFromString(shopkeeper.GetField("gender").str),
                Manager_Resources.GetBuildingByID(shopkeeper.GetField("home").str),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("money").str), moneyMin, moneyMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("income").str), moneyMin, moneyMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("expenses").str), moneyMin, moneyMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("strength").str), statMin, statMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("respect").str), statMin, statMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("fear").str), statMin, statMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("greed").str), statMin, statMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("integrity").str), statMin, statMax),
                Mathf.Clamp(int.Parse(shopkeeper.GetField("stubbornness").str), statMin, statMax),
                Enums.PersonalityFromStatic(shopkeeper.GetField("personality").str),
                Resources_Inventory.GetInventoryByID(shopkeeper.GetField("inventory").str)
                );

            if (occupiedBuildingResources.Contains(shopkeeper.GetField("home").str))
            {
                Debug.LogError("Whoa there, Sally. Someone done goofed. Go tell whoever was messing with the static data that " + shopkeeper.GetField("id").str + " can't set up shop in " + shopkeeper.GetField("home").str + ". Someone else is already in there! -Scott");
            }
            else
            {
                occupiedBuildingResources.Add(shopkeeper.GetField("home").str);
                // to be moved to a different section
                Building_Script buildingScriptRef = Building_Script.GetBuilding(shopkeeper.GetField("home").str);
                if (buildingScriptRef != null)
                {
                    buildingScriptRef.shopkeeper = newShopkeeper;
                }
            }
        }
        return(occupiedBuildingResources);
    }
Ejemplo n.º 6
0
 static protected void MakeSureAllDesignBuildingsHaveExistingResources(List <string> existing)
 {
     for (int i = 0; i < Building_Script.buildingIDs.Count; i++)
     {
         string script = Building_Script.buildingIDs[i];
         bool   found  = false;
         for (int j = 0; j < existing.Count; j++)
         {
             string exist = existing[j];
             if (exist == script)
             {
                 Building_Script.GetBuilding(script).resources = Manager_Resources.GetBuildingByID(exist);
                 found = true;
                 break;
             }
         }
         if (!found)
         {
             Debug.LogError("BUILDING HARMONY ISSUE: The Building Script '" + script + "' exists in design land, but is not declared in data.");
         }
     }
 }
Ejemplo n.º 7
0
 static protected void MakeSureAllExistingResourcesHaveDesignBuildings(List <string> existing)
 {
     for (int i = 0; i < existing.Count; i++)
     {
         string exist = existing[i];
         bool   found = false;
         for (int j = 0; j < Building_Script.buildingIDs.Count; j++)
         {
             string script = Building_Script.buildingIDs[j];
             if (exist == script)
             {
                 Manager_Resources.GetBuildingByID(exist).building = Building_Script.GetBuilding(script);
                 found = true;
                 break;
             }
         }
         if (!found)
         {
             Debug.LogError("BUILDING HARMONY ISSUE: The Building Resource '" + exist + "' is declared in data but does not exist in design land.");
         }
     }
 }